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d_game.ino
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d_game.ino
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#define FIRST_PLAYER CRGB::Green
#define SECOND_PLAYER CRGB::Red
#define BACKGROUND CRGB::DarkBlue
// First player's figure
uint8_t player = 0;
uint8_t game_map[3][3];
// [ TIC TAC TOE FUNCTIONS ] --------------------
char draw(uint8_t x, uint8_t y)
{
if (x > 2 || y > 2 || game_map[y][x] != 2) {
return 1;
}
game_map[y][x] = player;
x *= 4;
y *= 4;
unsigned int counter;
// First player
if (!player) {
for (counter = 0; counter < 4; counter++) {
leds[ XYsafe(x + counter, y + counter) ] = FIRST_PLAYER;
}
}
// Second player
else {
x++;
y++;
leds[ XYsafe(x, y) ] = SECOND_PLAYER;
leds[ XYsafe(x + 1, y) ] = SECOND_PLAYER;
leds[ XYsafe(x, y + 1) ] = SECOND_PLAYER;
leds[ XYsafe(x + 1, y + 1) ] = SECOND_PLAYER;
}
FastLED.show();
delay(1);
return 0;
}
char is_winner()
{
int x, y;
char won;
//check vertically
for (x = 0; x < 3; x++)
{
won = 1;
for (y = 0; y < 3; y++)
{
if (game_map[y][x] != player)
{
won = 0;
break;
}
}
if (won) {
return won;
}
}
if (won) {
return won;
}
// check horizontally
for (y = 0; y < 3; y++)
{
won = 1;
for (x = 0; x < 3; x++)
{
if (game_map[y][x] != player)
{
won = 0;
break;
}
}
if (won) {
return won;
}
}
if (won) {
return won;
}
else {
won = 1;
}
// check diagonally
for (x = 0, y = 0; x < 3 && y < 3; x++, y++)
{
if (game_map[y][x] != player) {
won = 0;
break;
}
}
if (won) {
return won;
}
else {
won = 1;
}
for (x = 2, y = 0; x >= 0 && y < 3; x--, y++)
{
if (game_map[y][x] != player) {
won = 0;
break;
}
}
return won;
}
char is_deadlock()
{
unsigned int x, y;
for (y = 0; y < 3; y++)
{
for (x = 0; x < 3; x++)
{
if (game_map[y][x] == 2) {
return 0;
}
}
}
return 1;
}
void print_winner()
{
if (!player) {
leds[ XYsafe(5, 1) ] = FIRST_PLAYER;
leds[ XYsafe(6, 1) ] = FIRST_PLAYER;
leds[ XYsafe(6, 2) ] = FIRST_PLAYER;
leds[ XYsafe(6, 3) ] = FIRST_PLAYER;
leds[ XYsafe(5, 4) ] = FIRST_PLAYER;
leds[ XYsafe(6, 4) ] = FIRST_PLAYER;
leds[ XYsafe(7, 4) ] = FIRST_PLAYER;
leds[ XYsafe(0, 6) ] = FIRST_PLAYER;
leds[ XYsafe(4, 6) ] = FIRST_PLAYER;
leds[ XYsafe(6, 6) ] = FIRST_PLAYER;
leds[ XYsafe(8, 6) ] = FIRST_PLAYER;
leds[ XYsafe(11, 6) ] = FIRST_PLAYER;
leds[ XYsafe(0, 7) ] = FIRST_PLAYER;
leds[ XYsafe(4, 7) ] = FIRST_PLAYER;
leds[ XYsafe(6, 7) ] = FIRST_PLAYER;
leds[ XYsafe(8, 7) ] = FIRST_PLAYER;
leds[ XYsafe(9, 7) ] = FIRST_PLAYER;
leds[ XYsafe(11, 7) ] = FIRST_PLAYER;
leds[ XYsafe(0, 8) ] = FIRST_PLAYER;
leds[ XYsafe(2, 8) ] = FIRST_PLAYER;
leds[ XYsafe(4, 8) ] = FIRST_PLAYER;
leds[ XYsafe(6, 8) ] = FIRST_PLAYER;
leds[ XYsafe(8, 8) ] = FIRST_PLAYER;
leds[ XYsafe(10, 8) ] = FIRST_PLAYER;
leds[ XYsafe(11, 8) ] = FIRST_PLAYER;
leds[ XYsafe(1, 9) ] = FIRST_PLAYER;
leds[ XYsafe(3, 9) ] = FIRST_PLAYER;
leds[ XYsafe(6, 9) ] = FIRST_PLAYER;
leds[ XYsafe(8, 9) ] = FIRST_PLAYER;
leds[ XYsafe(11, 9) ] = FIRST_PLAYER;
} else {
leds[ XYsafe(5, 1) ] = SECOND_PLAYER;
leds[ XYsafe(6, 1) ] = SECOND_PLAYER;
leds[ XYsafe(7, 2) ] = SECOND_PLAYER;
leds[ XYsafe(5, 3) ] = SECOND_PLAYER;
leds[ XYsafe(6, 3) ] = SECOND_PLAYER;
leds[ XYsafe(5, 4) ] = SECOND_PLAYER;
leds[ XYsafe(6, 4) ] = SECOND_PLAYER;
leds[ XYsafe(7, 4) ] = SECOND_PLAYER;
leds[ XYsafe(0, 6) ] = SECOND_PLAYER;
leds[ XYsafe(4, 6) ] = SECOND_PLAYER;
leds[ XYsafe(6, 6) ] = SECOND_PLAYER;
leds[ XYsafe(8, 6) ] = SECOND_PLAYER;
leds[ XYsafe(11, 6) ] = SECOND_PLAYER;
leds[ XYsafe(0, 7) ] = SECOND_PLAYER;
leds[ XYsafe(4, 7) ] = SECOND_PLAYER;
leds[ XYsafe(6, 7) ] = SECOND_PLAYER;
leds[ XYsafe(8, 7) ] = SECOND_PLAYER;
leds[ XYsafe(9, 7) ] = SECOND_PLAYER;
leds[ XYsafe(11, 7) ] = SECOND_PLAYER;
leds[ XYsafe(0, 8) ] = SECOND_PLAYER;
leds[ XYsafe(2, 8) ] = SECOND_PLAYER;
leds[ XYsafe(4, 8) ] = SECOND_PLAYER;
leds[ XYsafe(6, 8) ] = SECOND_PLAYER;
leds[ XYsafe(8, 8) ] = SECOND_PLAYER;
leds[ XYsafe(10, 8) ] = SECOND_PLAYER;
leds[ XYsafe(11, 8) ] = SECOND_PLAYER;
leds[ XYsafe(1, 9) ] = SECOND_PLAYER;
leds[ XYsafe(3, 9) ] = SECOND_PLAYER;
leds[ XYsafe(6, 9) ] = SECOND_PLAYER;
leds[ XYsafe(8, 9) ] = SECOND_PLAYER;
leds[ XYsafe(11, 9) ] = SECOND_PLAYER;
}
FastLED.show();
}
void clear_board()
{
uint16_t counter;
for (counter = 0; counter < kMatrixWidth * kMatrixHeight; counter++)
{
leds[counter] = BACKGROUND;
}
FastLED.show();
delay(1);
}
void game_loop(WiFiClient client)
{
// WiFiClient client;
while (1)
{
/* client = server.available(); */
if (client) {
Serial.println("Client is here, ftw");
while (client.connected()) {
if (client.available()) {
String command = client.readStringUntil('\r');
if(command.length() != 3) {
continue;
}
Serial.print("Command: ");
Serial.print(command);
Serial.print("\n");
if (draw(command[0] - '1', command[2] - '1'))
{
continue;
}
if (is_winner()) {
// Should be a win screen here
clear_board();
print_winner();
return;
}
if (is_deadlock()) {
return;
}
Serial.print("player = ");
Serial.print(player);
Serial.print("\n");
if (player)
{
player = 0;
}
else {
Serial.print("Changing player to 1");
player = 1;
}
}
}
}
}
}
void game_init(WiFiClient client)
{
uint8_t x, y;
for (y = 0; y < 3; y++)
{
for (x = 0; x < 3; x++)
{
// Filling it w/ value that does not represent any player
game_map[y][x] = 2;
}
}
clear_board();
game_loop(client);
}